Searched refs:WEAPONSTATE_INITIALTIMEOUTCOUNT (Results 1 – 3 of 3) sorted by relevance
1267 weaponPtr->StateTimeOutCounter = WEAPONSTATE_INITIALTIMEOUTCOUNT; in WeaponStateIdle()1341 weaponPtr->StateTimeOutCounter = WEAPONSTATE_INITIALTIMEOUTCOUNT; in WeaponStateIdle()1353 weaponPtr->StateTimeOutCounter = WEAPONSTATE_INITIALTIMEOUTCOUNT; in WeaponStateIdle()4553 weaponPtr->StateTimeOutCounter = WEAPONSTATE_INITIALTIMEOUTCOUNT; in GrenadeLauncher_EmergencyChangeAmmo()4726 weaponPtr->StateTimeOutCounter = WEAPONSTATE_INITIALTIMEOUTCOUNT; in GrenadeLauncherChangeAmmo()5352 weaponPtr->StateTimeOutCounter = WEAPONSTATE_INITIALTIMEOUTCOUNT; in MinigunStopSpin()5984 (DIV_FIXED(WEAPONSTATE_INITIALTIMEOUTCOUNT,time)); in StrikeTime()7249 (DIV_FIXED(WEAPONSTATE_INITIALTIMEOUTCOUNT,ACStrikeTime));8043 (DIV_FIXED(WEAPONSTATE_INITIALTIMEOUTCOUNT,(ONE_FIXED/3)));11973 weaponPtr->StateTimeOutCounter = WEAPONSTATE_INITIALTIMEOUTCOUNT;[all …]
53 #define WEAPONSTATE_INITIALTIMEOUTCOUNT 65536 macro
380 if (weaponPtr->StateTimeOutCounter == WEAPONSTATE_INITIALTIMEOUTCOUNT) { in DoPlayerSounds()